Open world pvp is part of the identity of Gambit.
Take that away and you’re playing something fundamentally different.
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Edited by Swiss: 1/10/2020 6:59:48 AMI absolutely couldn't agree more, but players who don't like direct confrontation absolutely couldn't care less, that's why this gamemode wouldn't take anything away from Gambit or Gambit Prime, it would just create it's own version, Gambit Light, which is more than allowed to be something fundamentally different as it would come at no cost to it's sister gamemodes.
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Without pvp you might as well just have strike scoring and leaderboards.
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Edited by Swiss: 1/11/2020 7:28:27 PMI've been getting this "that's just strikes" a lot, but in reality it's not, you don't gather motes in strikes, nor do you bank them and deploy blockers on the enemy side, there's no invader mechanic in strikes either. Gambit Light will still have the invader mechanic, and I think some users are misunderstanding that, I'm not removing invasions, I'm just trying to find a way of doing it that doesn't involve directly killing the opposite team, for all intents and purposes, it's just Gambit, same maps, same mechanics, just no PvP. I would like to rewrite this idea someday with improvements suggested by those commenting, maybe you could help me out? I've thought of a different idea to the shield drone, and I'd love your opinion. Firstly invaders want to invade, that's what I've picked up on (pretty obvious actually, I should have known), so the shield drone idea isn't going to work. Instead the invader will be able to use the portal as normal, and will be teleported to the opponents side, but this is where the differences occur. Instead of running around mindlessly slaughtering everyone in cold blood, they will instead have the ability to set up traps: from the acolyte bear traps, to the scorn fire totems (which will be altered to trigger based on proximity), to the slowing mines used by the Fallen. The invader can also use the invulnerability totems that the scorn use to make adds (and even blockers) invincible. Any player that dies while under the influence of these taps (or any enemies that successfully kill while being influenced by them), their death will be credited to the invader. There would need to be some balances, perhaps the invader will have limited traps before being pulled out, or perhaps some other balance, who knows? But the difference with this design is that the invader can not only directly affect the opposing team with their shenanigans, but will also be more involved than they currently are. No longer would they just point and shoot with their heavy or super, now they can work to create trap zones, they can figure out perfect trap combinations that just work so well while near each other, they can even use the scorn tether totem to pull guardians into pits off of the map or into a gathering of enemies, it's entirely up to them. During this time they're invulnerable so they can't be killed, and (feel free to disagree) but I think they should be invisible too so the opposing team can see what the invader is setting up. Perhaps the traps will only arm themselves once the invader is removed, so they have 30 seconds to build before mayhem begins. I apologies for the long comment but I'd love to know what you think of this, would you enjoy invading more with this? Knowing you can cause utter bedlam with your traps? I think it's certainly an improvement over the shield drone, I don't know what I was thinking with that. Thanks for reading anyway if you made it this far.